For now, consider this project on indefinite hiatus.
I frankly dislike the ultimate outcome of this mod. I did it poorly, it was a band-aid solution, and it was frankly... just bad. I love the idea though, so I might try again. I've been looking to retry this project from scratch.
If I decide to get back into it.
Please, don't get your hopes up, though. Between studies and other projects, I will probably not get around to it any time soon, and I sure as hell am not about to keep chasing the different versions that Bethesda will no doubt be churning out until the next blue moon or whatever.
I just need a mod that restricts power armor weapons
If you ever get back into this can you make the weapons that arent power armor restricted to be unable to be used in power armor? Its to fix the annoying broken power armor 3rd person animations with mod added weapons
I looked for conflicts in FO4Edits, and it seems to have issues with AWKCR (v8.6.0) or Loads of Ammo. Gonna see if making a merge/patch for them will work
Sorry for replying this late, but I wasn't able to get it to work with the patch I did. You should go to a Discord server for Fallout Modding (like Degenerate Dak's) to see what's wrong. I really want to see a mod like this, and I'm surprised it took until now for this community to make one.
Oh man, I got really excited when I saw this but it's a shame it doesnt work and is abandoned. I've been really wanting a mod like this. To be honest, I wanted a mod like this that went a step further and also restrected PA from using certain weapons as well. Basically most normal size weapons because I always felt it was silly that those big hands could fit a tiny 9mm pistol. Idealy though I wanted it to be able to white list weapons from mods that the player felt like it should be able to use.
Coilguns and railguns are ballistic weapons. In firearms the pressure from the expanding gasses caused by the burning of gunpowder accelerates the projectile. Coilguns and railguns use electromagnetism to accelerate the projectile.
Coilguns use a series of electromagnets activating and deactivating in a near instantaneous sequence to accelerate the projectile through the barrel. Railguns use two parallel rails on which the projectile sits, and passes a current through one rail, through the projectile, and back through the other rail. Due to the Right Hand Rule, an electromagnetic force is then applied to the projectile and accelerates it down the rails and through the "barrel."
The Gauss Gun is a coilgun, not a railgun.
Thanks to Newton's Third Law, both coilguns and railguns have recoil. Given the same projectile and muzzle velocity, their recoil will be identical to that of conventional firearms, minus some marginal amount which is expelled as excess muzzle blast in conventional firearms.
There's no hard numbers either way, but from personal intuition I'd expect the Gauss Gun to be somewhat more powerful than a .50 cal but to have about the same recoil due to the Gauss Gun's greater mass offsetting much of the felt recoil.
It's your mod of course, but IMO the Gauss Gun shouldn't be restricted to power armor.
You neglected to mention weapon weight which has a significant effect on recoil. The heavier a weapon is the more kinetic energy it absorbs from the opposite force of the projectile and thus has lower recoil. The weight of a fully modded Gauss rifle is almost double that of a fully modded (.50 cal) hunting rifle and should have less recoil.
You neglected to mention weapon weight which has a significant effect on recoil.
I'm pretty sure I explicitly addressed this, right here:
I'd expect the Gauss Gun to be somewhat more powerful than a .50 cal but to have about the same recoil due to the Gauss Gun's greater mass offsetting much of the felt recoil.
You're saying the same thing I am, the only difference is you assume the gauss rifle is about as powerful as the .50 cal and due to its weight has lower recoil, whereas I assume the gauss rifle is more powerful than the .50 cal and due to its weight has the same recoil, instead of having more.
Besides that, muzzle breaks can have a large impact on felt recoil, so the .50 cal could reduce its recoil that way.
On a separate note, I wouldn't trust Bethesda weight units for anything. The weapon and mod weights make zero sense and nearly everything is way heavier than it actually should be. If you look in the game files, weapon mods don't even add a preset weight, they add a multiple of the weapon's weight. If I stick an EOTech 552 on my rifle, it'll add 0.719 pounds to the rifle, not 20% of my rifle's weight. The weight is a gameplay balancing mechanism, not something to be taken seriously.
Does it affect the super mutant? I like to see those guys with a minigun, they are as big as power armor and their muscles should handle those guns with ease
Sorry it isn't working as expected. I don't have a lot of FO4 modding experience, but I'll try to get an improved file on the nexus eventually. Not going to make any promises (things on my end are getting rather busy), but I'll certainly make an effort.
Have you also considered the inverse of this? What weapons can NOT be used in power armor; it seems fairly straight forward that any weapon with a grip and/or trigger guard too small for the power armor's mongo manipulators wouldn't be functional. Like say, the Deliverer pistol (based on the real life Walther PPK which is a compact pistol). In other situations it might be possible to alter the grip of the weapon to allow their use with a real life example being the winter triggers (M1 Garand et alii) for service rifles that allows a solder to fire the weapon while wearing thick mittens.
I barely know what I'm doing, but I can see about that sort of thing. I'll have to see which weapons make sense for that to happen to. For sure the Deliverer is one of them.
Yes: 10mm Pistol Gen-4 10mm Pistol Anti-material rifle Combat rifle Gauss rifle Prototype Gauss rifle Handmade rifle Syringer Combat shotgun Fat man Flamer Harpoon gun Heavy Incinerator Junk Jet Minigun (duh) Missile Launcher Broadsider Gatling Laser Plasma Gun Alien disintegrator BFG 9000 (really Bethesda?) Solar cannon Tesla cannon Tesla rifle Thunderbolt Category, Landmine Category, Grenades (should be able to throw much farther than by human hand)
Maybe: Institute Laser (as pistol the trigger is crowded, as rifle it is open, useable in rifle form) Laser Pistol (standard and sharpshooter pistol grips have small trigger guards, stocks have larger trigger guard, same limit as Institute) Category, Bladed weapons (only the revolutionary sword and ripper have guards that might interfere) Category, Blunt weapons (certain blunt weapons are fragile enough to break under power armor use and should be excluded or made to rapidly break with use, board/cane/pool cue/)
Undecided (see notes): Classic 10mm Pistol (may or may not fit due to being pre-power armor) Assault Rifle (current model trigger guard is fixed and appears too small, but weapon is specifically military and modular, good candidate for a mod to change trigger guard and make this a Maybe weapon) Pipe weapons and Handmade shotgun (no trigger guards but the triggers are flimsy bodge jobs that would probably break in the manipulator) Switchblade (small item, small controls) Paddle ball (small item, fragile?) Cosmic Cannon (trigger is clear but the rest of the grip looks cramped, probably a no) Thirst Zapper (open trigger, but small and fragile?) Salvaged Assaultron Head (non-standard controls, hazardous chance of energy discharge into the electrically conductive manipulators) Gamma Gun (open trigger, but small and exposed electrical components) Meat hook (grip may or may not be large enough for the manipulator)
- It does not affect NPCs now. I'm going to add that as a secondary file soon, I think. - I don't have any DLC and don't have the free funds now to get any. I'll definitely try to get them ASAP.
29 comments
I frankly dislike the ultimate outcome of this mod. I did it poorly, it was a band-aid solution, and it was frankly... just bad. I love the idea though, so I might try again. I've been looking to retry this project from scratch.
If I decide to get back into it.
Please, don't get your hopes up, though. Between studies and other projects, I will probably not get around to it any time soon, and I sure as hell am not about to keep chasing the different versions that Bethesda will no doubt be churning out until the next blue moon or whatever.
I just need a mod that restricts power armor weapons
If you ever get back into this can you make the weapons that arent power armor restricted to be unable to be used in power armor? Its to fix the annoying broken power armor 3rd person animations with mod added weapons
Coilguns use a series of electromagnets activating and deactivating in a near instantaneous sequence to accelerate the projectile through the barrel. Railguns use two parallel rails on which the projectile sits, and passes a current through one rail, through the projectile, and back through the other rail. Due to the Right Hand Rule, an electromagnetic force is then applied to the projectile and accelerates it down the rails and through the "barrel."
The Gauss Gun is a coilgun, not a railgun.
Thanks to Newton's Third Law, both coilguns and railguns have recoil. Given the same projectile and muzzle velocity, their recoil will be identical to that of conventional firearms, minus some marginal amount which is expelled as excess muzzle blast in conventional firearms.
There's no hard numbers either way, but from personal intuition I'd expect the Gauss Gun to be somewhat more powerful than a .50 cal but to have about the same recoil due to the Gauss Gun's greater mass offsetting much of the felt recoil.
It's your mod of course, but IMO the Gauss Gun shouldn't be restricted to power armor.
I'm pretty sure I explicitly addressed this, right here:
You're saying the same thing I am, the only difference is you assume the gauss rifle is about as powerful as the .50 cal and due to its weight has lower recoil, whereas I assume the gauss rifle is more powerful than the .50 cal and due to its weight has the same recoil, instead of having more.
Besides that, muzzle breaks can have a large impact on felt recoil, so the .50 cal could reduce its recoil that way.
On a separate note, I wouldn't trust Bethesda weight units for anything. The weapon and mod weights make zero sense and nearly everything is way heavier than it actually should be. If you look in the game files, weapon mods don't even add a preset weight, they add a multiple of the weapon's weight. If I stick an EOTech 552 on my rifle, it'll add 0.719 pounds to the rifle, not 20% of my rifle's weight. The weight is a gameplay balancing mechanism, not something to be taken seriously.
Can't use:
fixed trigger guards too small or other manipulation issues
Can use:
unimpeded triggers
Maybe use:
if trigger guard or grip can be modified
No:
.44 Pistol
Eddie's Peace
Deliverer
Flare Gun
Western Revolver
CR-74L
Hunting rifle
Lever-action rifle
Manwell carbine/rifle
Radium rifle
Submachine gun
Double barrel shotgun
Cryolator
Laser Musket
Alien Atomizer
Alien blaster pistol
Acid Soaker
Boxing Glove
Deathclaw gauntlet
Knuckles
Power fist
Yes:
10mm Pistol
Gen-4 10mm Pistol
Anti-material rifle
Combat rifle
Gauss rifle
Prototype Gauss rifle
Handmade rifle
Syringer
Combat shotgun
Fat man
Flamer
Harpoon gun
Heavy Incinerator
Junk Jet
Minigun (duh)
Missile Launcher
Broadsider
Gatling Laser
Plasma Gun
Alien disintegrator
BFG 9000 (really Bethesda?)
Solar cannon
Tesla cannon
Tesla rifle
Thunderbolt
Category, Landmine
Category, Grenades (should be able to throw much farther than by human hand)
Maybe:
Institute Laser (as pistol the trigger is crowded, as rifle it is open, useable in rifle form)
Laser Pistol (standard and sharpshooter pistol grips have small trigger guards, stocks have larger trigger guard, same limit as Institute)
Category, Bladed weapons (only the revolutionary sword and ripper have guards that might interfere)
Category, Blunt weapons (certain blunt weapons are fragile enough to break under power armor use and should be excluded or made to rapidly break with use, board/cane/pool cue/)
Undecided (see notes):
Classic 10mm Pistol (may or may not fit due to being pre-power armor)
Assault Rifle (current model trigger guard is fixed and appears too small, but weapon is specifically military and modular, good candidate for a mod to change trigger guard and make this a Maybe weapon)
Pipe weapons and Handmade shotgun (no trigger guards but the triggers are flimsy bodge jobs that would probably break in the manipulator)
Switchblade (small item, small controls)
Paddle ball (small item, fragile?)
Cosmic Cannon (trigger is clear but the rest of the grip looks cramped, probably a no)
Thirst Zapper (open trigger, but small and fragile?)
Salvaged Assaultron Head (non-standard controls, hazardous chance of energy discharge into the electrically conductive manipulators)
Gamma Gun (open trigger, but small and exposed electrical components)
Meat hook (grip may or may not be large enough for the manipulator)
- Does if affect human NPCs and companions?
- Would you consider including the harpoon gun from Far Harbor some day?
- I don't have any DLC and don't have the free funds now to get any. I'll definitely try to get them ASAP.